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use crate::prelude::*;
pub struct Pinhole {
origin : PTF3,
center : PTF3,
fov : PTF,
}
impl Camera3D for Pinhole {
fn new() -> Self {
let origin = PTF3::new(0.0, 0.0, 3.0);
let center = PTF3::new(0.0, 0.0, 0.0);
Self {
origin,
center,
fov : 80.0,
}
}
fn set(&mut self, origin: PTF3, center: PTF3) {
self.origin = origin;
self.center = center;
}
fn set_fov(&mut self, fov: PTF) {
self.fov = fov;
}
#[inline(always)]
fn gen_ray(&self, p: Vector2<PTF>, offset: PTF2, width: PTF, height: PTF) -> [Vector3<PTF>; 2] {
let ratio = width / height;
let pixel_size = PTF2::new( 1.0 / width, 1.0 / height);
let half_width = (self.fov.to_radians() * 0.5).tan();
let half_height = half_width / ratio;
let up_vector = PTF3::new(0.0, 1.0, 0.0);
let w = glm::normalize(&(self.origin - self.center));
let u = glm::cross(&up_vector, &w);
let v = glm::cross(&w, &u);
let lower_left = self.origin - half_width * u - half_height * v - w;
let horizontal = u * half_width * 2.0;
let vertical = v * half_height * 2.0;
let mut rd = lower_left - self.origin;
rd += horizontal * (pixel_size.x * offset.x + p.x);
rd += vertical * (pixel_size.y * offset.y + p.y);
[self.origin, glm::normalize(&rd)]
}
}